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Topic: Raven's projects (Read 23772 times)

in theory...it never happened for Paradroidz because collision detection is too fast

certainly it is. in fact everything, even those you mark as expensive in javadocs, is quite fast compared to render time. dont get me wrong, i dont mean rendering is slow :wink:

i choosed this way since i couldnt find effective solutions for some questions, especially in a multi-user enviroment. for instance, if some user moves from point A to B, basicly only these two points are broadcasted to other clients. assuming constant fps it is trivial to decide where that user will be in each frame. with un-constrained fps it's somewhat more complicated

assuming constant fps it is trivial to decide where that user will be in each frame. with un-constrained fps it's somewhat more complicated

himm, i'm re-thinking now about the subject and, assuming constant fps even in an un-constrained enviroment may be a good assumption. normally fps doesnt change that much if something doesnt change radically (such as world size doubles or user opens another cpu eater application).

so, measuring fps every -say- 5 seconds and assuming it constant may also simplify things. i guess this way fps increases slightly since number of updates decrease. a drawback is, if one moves with key strokes every frame, fps/ups results in a smoother feeling

Helge, your mainloop made me breathe easier.. means I know what I need to to actually implement what I'm thinking of without reading up on a lot of stuff

EDIT: Also, after your posts I promise not to thread my app at all

Due to my state of newbieness to the matter of fps' and ticks, I'm still digesting what you were talking about regarding it. But if I understand correctly, you're basically normalizing game animations and events by checking how fast the application is running?

So for example, this would keep gameplay basically the same for everyone regardless of their CPU speed provided that their CPU's aren't slower than X?

Man, java interfaces can be confusing. Just "finished" working out the framework for operable objects, animated objects and trigger objects -- while multiple inheritance is a necessity, it sure is quite messy sometimes.

I pulled it off quite nicely I think, however there are some problems I was hoping you guys could give me some advice on.

1) The scans are placed on a thin slice as a texture, the slices (object3D's) are then made transparent(0), however -- it's still very hard to see "inside" the brain without moving the slices further apart.

Can anyone think of a way to make this look better?

In the actual applet you can swirl the scans around using the arrow buttons, but unfortunately my service provider doesn't allow applets to read files (textures) from the server itself. So I only have images to show.

1) The scans are placed on a thin slice as a texture, the slices (object3D's) are then made transparent(0), however -- it's still very hard to see "inside" the brain without moving the slices further apart.

0 is the lowest possible setting for transparency in the software renderer, so there's no way to make them more transparent when not using hardware. Maybe picking a slice with the mouse is an option. If it's picked, you could temporary remove all slices above or make the picked slice slide out somehow.

Quote from: "Raven"

In the actual applet you can swirl the scans around using the arrow buttons, but unfortunately my service provider doesn't allow applets to read files (textures) from the server itself. So I only have images to show.

How it that done and why? It should be quite transparent for the server if a browser is reading the files or an applet is. However, how about putting the files in the applet's jar and load them from there.

How it that done and why? It should be quite transparent for the server if a browser is reading the files or an applet is. However, how about putting the files in the applet's jar and load them from there.

Thanks for the hint. I tried that, no luck -- same error.

I have no idea why it happens, but my best guess is my providers security issues, here's the error I get:

at java.security.AccessControlContext.checkPermission(AccessControlContext.java:269) at java.security.AccessController.checkPermission(AccessController.java:401) at java.lang.SecurityManager.checkPermission(SecurityManager.java:524) at java.lang.SecurityManager.checkRead(SecurityManager.java:863) at sun.awt.SunToolkit.getImageFromHash(SunToolkit.java:472) at sun.awt.SunToolkit.getImage(SunToolkit.java:486) at com.threed.jpct.Texture.loadTexture(Unknown Source) at com.threed.jpct.Texture.<init>(Unknown Source) at BrainVision3.loadSlices(BrainVision3.java:226) at BrainVision3.init(BrainVision3.java:69) at sun.applet.AppletPanel.run(AppletPanel.java:354) at java.lang.Thread.run(Thread.java:552)

Looks like you are not using the correct method to load them. To load them from a server, use the URL-version of the loading methods, to load them from a jar-file, use the InputStream variants. You can get the InputStream like so:

If you're using an un-signed applet you need to make sure that the location you specify is *exactly* the same as the codebase of the applet. (Easiest way to do this is to use Applet.getCodeBase() and then append the filename on the end of it.)

Hey everybody.Been busy months and haven't really gotten anything done since the last day I posted.... a few months back, so unfortunately no cool screenshots.

Going to try and get started again.To review what my problem was: I was trying to get an applet that loads images (see screenshots above) to work online (it works on my computer, but gives access error when online).

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Can you provide me with a simple test case that doesn't work for you? I could upload it to my webspace and see if that works.

Thanks a bunch for the offer Helge! I'd really appreciate that if things don't start working soon.

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If you're using an un-signed applet you need to make sure that the location you specify is *exactly* the same as the codebase of the applet. (Easiest way to do this is to use Applet.getCodeBase() and then append the filename on the end of it.)

Thanks for the tip. I'm going to look up a few examples online, but I have a couple of questions:

(1) What is the 'codebase' exactly? Is it not just the URL of the applet?(2) I'm storing the images in a separate folder, might this be the problem?

The codebase is where your applet is located on the server. It's usefull to store the applet on another location on the server than the calling html-page.For example, if your page is at "/hurz/gurz/myapplet.html" but applet is at "plopp/glopp/applets/myapplet/", the latter would be the codebase.